
Why the weight so much?
I wanted to full the turret ammos on space ship, wondered why they are shipping too slow.

I wanted to full the turret ammos on space ship, wondered why they are shipping too slow.
I mean this game has been on my radar for a while, but damn is it this good?
I mean should I try it?
edit: after 40min of me posting this, I will Collide my ship w the nearest plant that is full of bugs
So basically, my turret placement was off while I was in a hurry to quickly get them set up and some of the walls were left undefended. This is the result of that. 2 bots and this spitter are stuck in an eternal loop
Just a random question tho but does a wall design like this do something in slowing down biters? I saw it on the start page of the game and was like why not
I was playing Factorio today while listening to my own music and I thought to myself: It would be great if you could press a button to toggle the in-game music, instead of having to go to the settings to lower the music volume every time. Then I remembered that this is Factorio and the developers have thought of absolutely everything. Low and behold, in the "Miscallaneous" control options, there is a "Pause/Resume music" keybind.
Tetris made using as few combinators as I could. Used DoshDoshington's 7 segment display.
Blueprint: https://factorioprints.com/view/-OsVnfPpF3i6FirJ08Kv
I know I was happy that Fulgora was automated, but I wanted to do more. I just don't know what. Do you know this feeling?
(The QR code scans to blueprint.kuijlaa.rs which redirects to https://factoriobin.com/post/cqpobg )
The idea came from _SilentHunter here. A cleaner solution would have obviously been a QR code linking directly to factoriobin, but that would require having the link before creating the blueprint so not sure how that would work. Some in the original discussion also suggested encoding the blueprint string in the QR code itself, but I don't think that is anywhere near possible. This blueprint has 67,253 characters, containing a QR code embedding just 20.
As for the blueprint itself, It's 250x250 with a 200x200 grid, just so it tiles nicely with the roboport+power network. The blueprint itself has an accumulator/solar of 0.57, but this will tend towards 0.86 as tiles are added (due to the overlap), the 4 tiles above come to 0.69. There is also a lot of room for improvement in reducing gaps and the power grid...
Needed to expand my scrap production, and decided to see how belts work rather than trains. Turns out they are EXTREMELY satisfying to build and watch - I know trains have higher throughput but I just like the look of massed belts... 12 more stacked belts of scrap heading back to base!
My first Factorio mod and my first time releasing one — a small 2.0 utility. Drag-select an area of electric poles and the copper wires snap into a clean grid. Right-click drag to disconnect everything inside. Wires leaving the selection are preserved, so it's safe to use on a chunk of your base without breaking long-distance trunks.
Second screenshot is the actual before/after. Left half is the kind of tangled wiring you end up with after a lot of building and rebuilding — short crossings, redundant links, poles wired to the wrong neighbors. Right half is the same area after one drag with the tool. The substation columns on the borders kept all their external connections.
Under the hood it picks the shortest set of wires that keeps the network connected, then propagates parallel rows along consistent axes so you get a grid instead of a zig-zag. 26 languages, multiplayer-safe, no prototype changes — safe to add to or remove from existing saves.
This is also my first post on r/factorio, so if I got any of the etiquette wrong please let me know. The source isn't on GitHub yet — I might put it up later if there's interest. In the meantime, feedback of any kind is very welcome: the mod itself, the portal page, anything a first-time modder should know. Happy to learn.
Mod portal: https://mods.factorio.com/mod/wire-fix
Literally all I've done is main busses and i'm getting sick of them because it makes every playthough feel the exact same and more like doing chores than playing a game.
So after 1500+ hours of Factorio/Space Age, I figure it's finally time to start a new game and learn about circuit networks (and train signals, but that's another headache for later). I imagined doing things like being able to automatically fix things (like when I hit a bottleneck from a full tank of light/heavy oil stopping all oil production).
New game from scratch, just started extracting oil.
Currently I'm still in baby steps, doing simple things just to learn (while watching tutorial videos), like "let's disable the inserter connected to this chest when there's 20 items in it".
Q1) I know there's so many possibilities, but wanted to know what sorts of basic things that you find really helpful to do with a Circuit Network? For those folks who feel circuit networks are a Must Have for Factorio play, what are the first things you end up doing with them?
Q2) Have you used circuits on space platforms/spaceships? What do you use them for?
Q3) How about on Gleba?
Again, I'm in baby steps, and looking ahead to exploring how circuit networks can help me down the line!
Rookie numbers compared to some, had about 300 hours when space age came out. Played almost the first month nonstop. Wife almost divorced me so I did it again the following month.
Did a 1k science run and ribbon world, might finally get around to a death world marathon, or some other weird challenge run (gleba start?). Not good enough to try rampant, got bored with krastorio/py (too many intermediates)
Anyone have any weird / crazy ideas? I still have to try out a a lot of the extra planets like maraxis etc